/*!
 * @file MouseSensor.cpp
 * @author Rocco Martino
 */
/***************************************************************************
 *   Copyright (C) 2014 by Rocco Martino                                   *
 *   martinorocco@gmail.com                                                *
 *                                                                         *
 *   This program is free software; you can redistribute it and/or modify  *
 *   it under the terms of the GNU Lesser General Public License as        *
 *   published by the Free Software Foundation; either version 2.1 of the  *
 *   License, or (at your option) any later version.                       *
 *                                                                         *
 *   This program is distributed in the hope that it will be useful,       *
 *   but WITHOUT ANY WARRANTY; without even the implied warranty of        *
 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the         *
 *   GNU General Public License for more details.                          *
 *                                                                         *
 *   You should have received a copy of the GNU Lesser General Public      *
 *   License along with this program; if not, write to the                 *
 *   Free Software Foundation, Inc.,                                       *
 *   59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.             *
 ***************************************************************************/

/* ======================================================================= */
/* ....................................................................... */
#include <ooGame/MouseSensor>

#include <osgODE/Notify>
#include <osgODE/World>
#include <osgODE/RigidBody>

#include <osgGA/GUIEventAdapter>

#include <osg/ValueObject>
/* ....................................................................... */
/* ======================================================================= */




using namespace ooGame ;




/* ======================================================================= */
/* ....................................................................... */
MouseSensor::MouseSensor(Event event):
    m_event     ( event )
{
}
/* ....................................................................... */
/* ======================================================================= */




/* ======================================================================= */
/* ....................................................................... */
MouseSensor::MouseSensor(const MouseSensor& other, const osg::CopyOp& copyop):
    ooGame::Sensor      ( other, copyop ),
    m_event             ( other.m_event )
{
}
/* ....................................................................... */
/* ======================================================================= */




/* ======================================================================= */
/* ....................................................................... */
MouseSensor::~MouseSensor(void)
{
}
/* ....................................................................... */
/* ======================================================================= */




/* ======================================================================= */
/* ....................................................................... */
bool
MouseSensor::pulse( osgODE::RigidBody* body, Game* game )
{
    PS_ASSERT1( body->getActorBound().valid() ) ;
    PS_ASSERT1( body->getWorld() ) ;

    (void) game ;


    osgODE::Events*     events = body->getWorld()->getEvents() ;

    PS_ASSERT1( events != NULL ) ;


    if( ! body->getActorBound().valid() ) {
        PS_FATAL("ooGame::MouseSensor(%p): actor's bounding sphere is not valid (%p)", this, body) ;
        return false ;
    }


    if( ! events ) {
        PS_FATAL("ooGame::MouseSensor(%p): World::getEvents(%p) returns NULL", this, body->getWorld()) ;
        return false ;
    }




    switch( m_event )
    {
        case LEFT_BUTTON:
            return (events->getButtonMask() & osgGA::GUIEventAdapter::LEFT_MOUSE_BUTTON) != 0 ;
        break ;



        case MIDDLE_BUTTON:
            return (events->getButtonMask() & osgGA::GUIEventAdapter::MIDDLE_MOUSE_BUTTON) != 0 ;
        break ;



        case RIGHT_BUTTON:
            return (events->getButtonMask() & osgGA::GUIEventAdapter::RIGHT_MOUSE_BUTTON) != 0 ;
        break ;



        case MOUSE_OVER:
        {
            const osg::BoundingSphere&  bs = body->getActorBound() ;

            const osg::Vec2&    ndc = events->getNormalizedCursorPosition() ;

            const osg::Matrix&  inverse_vp = events->getInverseViewProjectionMatrix() ;


            osg::Vec3   ray_from = osg::Vec3( ndc.x(), ndc.y(), -1.0 ) * inverse_vp ;
            osg::Vec3   ray_to = osg::Vec3( ndc.x(), ndc.y(),  1.0 ) * inverse_vp ;


            float  length = 0.0 ;

            if( body->getUserValue("oo_max_mouseover_distance", length) ) {

                osg::Vec3   tmp = ray_to - ray_from ;

                tmp.normalize() ;

                ray_to = ray_from + tmp * length ;
            }


            return osgODE::World::intersectRaySphere( bs, ray_from, ray_to ) ;
        }
        break ;



        case MOTION:
            return events->getMotion() ;
        break ;



        default:
        break ;
    }



    return false ;
}
/* ....................................................................... */
/* ======================================================================= */
